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The Seduc)on of the Interface seduc&on seduc&on ChristopherFahey graphpaper.com seduc&on merchandising merchandising vs. marke&ng marke&ng merchandising Thestrategyandimplementa1on


  1. The Seduc)on of the Interface

  2. seduc&on

  3. seduc&on

  4. Christopher
Fahey graphpaper.com

  5. seduc&on

  6. merchandising

  7. merchandising vs. marke&ng

  8. marke&ng

  9. merchandising The
strategy
and
implementa1on
 of
how
a
product
is
 presented 
to
 customers
as
they
decide
whether
 or
not
to
purchase.

  10. merchandising Three
1ers
of
Merchandising: 1.Selling
Contexts 2.Packaging 3.Products
that
Sell
Themselves

  11. 1.
Selling
Contexts

  12. Selling
Contexts E‐commerce
Selling
Contexts • S1ll
learning
how
to
op1mize
placement,
pricing,
 sequences,
nomenclature.

  13. Selling
Contexts E‐commerce
Selling
Context
Innova1ons • Automated
recommenda1ons • “People
like
you
bought” • Wish
lists • Robust
UI
product
previews

  14. 2.
Packaging

  15. Packaging
=
 Selling
Context?

  16. Don’t
Think
of
 Your
Product’s
“Box”

  17. 3.
Products
that Sell
Themselves

  18. merchandising The
strategy
and
implementa1on
 of
how
a
product
is
 presented 
to
 customers
as
they
decide
whether
 or
not
to
purchase.

  19. beyond
 merchandising

  20. marke&ng
 vs.
design

  21. marke&ng
 vs.
design

  22. marke&ng
 =
design

  23. design

  24. “web‐centric”

  25. pleasure

  26. sensory
 experiences

  27. pleasure “AMrac&ve
things
work
beMer.” ‐
Don
Norman,
 Emo+onal Design

  28. web
2.0

  29. web
2.0 How
the
design
of
Web
2.0
user
experiences
 change
how
products
are
marketed: • Subscrip1on‐based
product
models • Vibrant
communi1es
around
and
within
products • Fully‐func1onal
demos,
easily
distributed
and
managed • Free!

  30. conversion

  31. SUBMIT

  32. conversion is
obsolete

  33. conversion connec&on

  34. seduc&on

  35. falling
in
love

  36. The
Three
Stages
of
 Seduc&on 






1.
Inspire
their
aXen1on,
interest
and
desire 






2.
Draw
them
in
(lead
them
astray) 






3.
Capture
their
ongoing
devo1on

  37. Stage One: Inspire their a7en)on, interest and desire

  38. choose
your
vic&m

  39. Robert
Greene’s
“Vic&ms” • The
Reformed
Rake
or
Siren • The
Professor
 • The
Professor
 • The
Disappointed
Dreamer • The
Beauty • The
Beauty • The
Pampered
Royal • The
Aging
Baby • The
Aging
Baby • The
New
Prude • The
Rescuer
 • The
Rescuer
 • The
Crushed
Star • The
Roué
 • The
Roué
 • The
Novice • The
Idol
Worshipper • The
Conqueror • The
Sensualist
 • The
Idol
Worshipper • The
Exo1c
Fe1shist • The
Lonely
Leader
 • The
Sensualist
 • The
Drama
Queen • The
Floa1ng
Gender • The
Lonely
Leader
 • The
Floa1ng
Gender Source: The Art of Seduction by Robert Greene

  40. Mark
&
Pearson’s
“Archetypes” • The
Innocent • The
Regular
Guy/Gal • The
Professor
 • The
Explorer • The
Lover • The
Beauty • The
Sage • The
Jester • The
Aging
Baby • The
Hero • The
Caregiver • The
Rescuer
 • The
Outlaw • The
Creator • The
Roué
 • The
Magician • The
Ruler • The
Idol
Worshipper • The
Sensualist
 • The
Lonely
Leader
 • The
Floa1ng
Gender Source: The Hero and the Outlaw by Margaret Mark and Carol Pearson

  41. Yahoo’s
“Compe&&ve
Spectrum” Source: http://developer.yahoo.com/ypatterns/pattern.php?pattern=competitive

  42. Make
up
your
own! Detect
your
users’
 emo&onal
quali&es 
and
speak
 to
them
in
your
UI
design.
Examples: • Rebelliousness
and
difference • Power
and
Control • Modesty • Avoidance
of
embarrassment • Authen1city • Acceptance
in
one’s
social
group • Aspira1on
to
a
new
class
role • Fun
and
release
from
stress

  43. User
Personas

  44. User
Personas Persona
Usage
Guidelines: • Personas
of
any
kind
should
be
informed
by
research.
 • Even
the
smallest
amount
of
research
helps.
It’s
not
a
 bad
thing
if
the
designers
themselves
do
some
or
all
 of
the
research. • The
discussions
 a2er 
the
research
are
almost
more
 important. • The
journey
is
more
important
than
the
result. • Differen&ate
seduc&ve
quali&es
from
genuine
user
 func&onal
needs.


  45. make
the
first
move

  46. make
the
first
move • Use motion • Animation • Video demos • Use words • Speak directly to the user • Tell them what they can do to do specifically • Careful with audio!

  47. create
a
sense
 of
mystery

  48. the
first
move • Blah

  49. appear
desireable

  50. appear
desirable Present
Tes1monials • Not
just
media
tes1monials • But
 real user 
tes1monials,
too

  51. appear
desirable Present
Tes1monials • Not
just
media
tes1monials • But
 real user 
tes1monials,
too

  52. flaMer
them

  53. tempt
them

  54. Stage Two: Draw Them In (Lead Them Astray)

  55. dazzle
them
 with
wonder

  56. Robert
Greene’s
“Vic&ms” • The
Reformed
Rake
or
Siren • The
Professor
 • The
Professor
 • The
Disappointed
Dreamer • The
Beauty • The
Beauty • The
Pampered
Royal • The
Aging
Baby • The
Aging
Baby • The
New
Prude • The
Rescuer
 • The
Rescuer
 • The
Crushed
Star • The
Roué
 • The
Roué
 • The
Novice • The
Idol
Worshipper • The
Conqueror • The
Sensualist
 • The
Idol
Worshipper • The
Exo1c
Fe1shist • The
Lonely
Leader
 • The
Sensualist
 • The
Drama
Queen • The
Floa1ng
Gender • The
Lonely
Leader
 • The
Floa1ng
Gender Source: The Art of Seduction by Robert Greene

  57. have
a
sense
 of
humor

  58. be
stylish

  59. affordances of
desire

  60. distract
them
from
 their
responsibili&es

  61. Stage Three: Capture Their Ongoing Devo)on

  62. con&nually
grow

  63. the
design
process

  64. goals,
scenarios 
and
paths

  65. goals,
scenarios 
and
paths

  66. goals Your
users
have
goals.
Write
them
down
and
 use
them
to
guide
and
inspire
your
design. • They
will
“muddle
through”
the
hard
parts
if
the
end
 result
is
s1ll
visible
to
them.
 • Use
tempta1on
and
encouragement
to
keep
them
 going. • Don’t
lie:
Be
honest
about
how
close
to
their
goals
 they
really
are.


  67. • Remove
obstacles

  68. plan
for
delight

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